public ActionScreen(Game game, SpriteBatch spriteBatch, Viewport vp) : base(game, spriteBatch) { tMap = new Terrain(game); cam = new Camera2D(vp); unit = new Building(spriteBatch, game, cam, mouse); }
public BandUList(Game game, SpriteBatch sB, Camera2D cam, Texture2D image, Vector2 pos, Building.BuildingList bL) { this.spriteBatch = sB; this.cam = cam; structPos = pos; bPos = structPos; structImg = image; bList = bL; UpgradeImage = game.Content.Load<Texture2D>("Upgrade"); BuildImage = game.Content.Load<Texture2D>("Build"); initialBuild = new BuildandUpgrade(sB, cam, BuildImage, pos); initialUpgrade = new BuildandUpgrade(sB, cam, UpgradeImage, pos); }
//**************************************** // THIS IS FOR THE BUILDING CLASS //**************************************** public UI(Game game, SpriteBatch spriteBatch, Camera2D cam, MouseHandler mH, Building b) { this.game = game; this.spriteBatch = spriteBatch; this.cam = cam; this.mH = mH; pos = new Vector2(b.Position.X, b.ImageRec.Height); size = new Rectangle((int)b.Position.X, (int)b.Position.Y, b.ImageRec.Width / 10, 10); progBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox"); healthBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox"); sBar = new StatusBar(pos, healthBox, health, size, "Right", spriteBatch, cam); //font spriteName = game.Content.Load<SpriteFont>("menufont"); fontLoc = new Vector2(b.Position.X, b.Position.Y - 10); name = b.UnitName; //Console.WriteLine("Font Location: " + fontLoc.X + ", " + fontLoc.Y); }
public void Update(GameTime gameTime, Building b) { GetObject(b); //Console.Clear(); //Console.WriteLine("Lower Left Corner: " + pos); //Console.WriteLine("Upper Right Corner: " + b.Position); //Console.WriteLine("Size of object (w, H): " + b.Image.Width + ", " + b.ImageRec.Height); //Console.WriteLine("Size of Health Bar: " + size.Width + ", " + size.Height); //Console.WriteLine("Font Location: " + fontLoc.X + ", " + fontLoc.Y); }
private void GetObject(Building b) { pos = new Vector2(b.Position.X, b.ImageRec.Height + b.Position.Y); //font name = b.UnitName; fontLoc.X = b.Position.X; fontLoc.Y = b.Position.Y - 20; //end font health = b.Health; size = new Rectangle((int)pos.X, (int)pos.Y, b.ImageRec.Width / 10, 10); h = new Texture2D[health]; sBar = new StatusBar(pos, healthBox, health, size, "Right", spriteBatch, cam); }